It's a shame that this mod is shackled to the corpse that is AWKCR. Also, retroactive props to Bethesda for not even bothering to integrate unarmored weapons with power armor in any way, it's peak laziness as always with this company I see.
Open up the ClassicUnarmedPack.esl using FO4Edit, go to Weapon - > Ballistic Fist (or whatever item), scroll down to the DNAM - Data header and change the Animation Type to OneHandSword (in the rightmost column)
Unrelated, but I notice that adding that tag that you removed to other weapons disabled them in power armor (a feature of use to me).
What I am trying to do is the inverse (as in disable some weapons in power armor) but by so doing this disables their animations, can you think of a way to have the power armor effect without messing up the animations? If nothing else what does adding that tag actually do? Is there a script which runs which looks for that animation id and disables said items in power armor?
Sorry for the ridiculously late reply. You can tell how often I check up on this page. But they're all ESL marked, so even though the file type is ESP, they don't take up a slot.
27 comments
Brilliant!
BTW: you missed to update: PowerFist "Power Fist" [WEAP:0011B336] its not set as OneHandSword
Also, retroactive props to Bethesda for not even bothering to integrate unarmored weapons with power armor in any way, it's peak laziness as always with this company I see.
Ballistic fists on power armour would be tight
What I am trying to do is the inverse (as in disable some weapons in power armor) but by so doing this disables their animations, can you think of a way to have the power armor effect without messing up the animations? If nothing else what does adding that tag actually do? Is there a script which runs which looks for that animation id and disables said items in power armor?